<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="46">
  <CheatEntries>
    <CheatEntry>
      <ID>72</ID>
      <Description>"载入程序"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{$lua}
if syntaxcheck then return end

-- 定义目标进程
local targetProcess = "Shape of Dreams.exe"

[ENABLE]
-- 检查进程是否存在
if getProcessIDFromProcessName(targetProcess) == nil then
    showMessage('请先启动 ' .. targetProcess .. ' 然后再激活此脚本。')
    return -- 停止执行脚本
else
    -- 进程存在，尝试附加
    openProcess(targetProcess)
    sleep(500) -- 等待一段时间让附加操作完成
end

-- 检查是否成功附加到进程
if getProcessIDFromProcessName(targetProcess) ~= getOpenedProcessID() then
    showMessage('附加到 ' .. targetProcess .. ' 失败，请检查进程权限。')
    return
end

function cycleFullCompact(sender,force)
  local state = not(compactmenuitem.Caption == '简易视图')
  if force~=nil then state = not force end
  compactmenuitem.Caption = state and '简易视图' or '全屏视图'
  getMainForm().Splitter1.Visible = state
  getMainForm().Panel4.Visible = state
  getMainForm().Panel5.Visible = state
end

function addCompactMenu()
  if compactmenualreadyexists then return end
  local parent = getMainForm().Menu.Items
  compactmenuitem = createMenuItem(parent)
  parent.add(compactmenuitem)
  compactmenuitem.Caption = '简易视图'
  compactmenuitem.OnClick = cycleFullCompact
  compactmenualreadyexists = 'yes'

  -- 添加一个分隔符
  local separator = createMenuItem(parent)
  separator.Caption = '-'
  parent.add(separator)
end

-- 添加菜单项
addCompactMenu()
cycleFullCompact()

-- 尝试启用Mono功能（如果游戏是基于Mono的，如Unity）
if not monopipe then
    if LaunchMonoDataCollector() == 0 then
        -- 使用更友好的错误提示，并避免阻塞性错误对话框
        showMessage('Mono功能初始化失败或游戏可能不是基于Mono。部分功能可能受限。')
    end
end

[DISABLE]
-- 清理添加的菜单项（如果存在）
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>73</ID>
      <Description>"人物血量蓝量        (首次一定要进入地图在打开)"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Shape of Dreams.exe
  Version: 
  Date   : 2025-09-11
  Author : B站  鸣叶月
  UID：510138740
  This script does blah blah blah
}

[ENABLE]
define(Character_Panel,CameraManager:FrameUpdateDamageOverlay+7b)
alloc(newmem,$100,Character_Panel)
alloc(zt,20)
registersymbol(zt)
label(code)
label(return)

newmem:
  mov [zt],rdi
code:
  movss xmm1,[rdi+000001FC]
  jmp return

Character_Panel:
  jmp newmem
  nop 3
return:
registersymbol(Character_Panel)

[DISABLE]

Character_Panel:
  db F3 0F 10 8F FC 01 00 00

unregistersymbol(Character_Panel)
dealloc(newmem)

dealloc(zt)
unregistersymbol(zt)
{
// ORIGINAL CODE - INJECTION POINT: CameraManager:FrameUpdateDamageOverlay+7b

CameraManager:FrameUpdateDamageOverlay+46: 49 BB A0 AD AD 67 BD 01 00 00  - mov r11,UnityEngine.CanvasGroup:set_alpha
CameraManager:FrameUpdateDamageOverlay+50: 41 FF D3                       - call r11
CameraManager:FrameUpdateDamageOverlay+53: E9 9B 01 00 00                 - jmp CameraManager:FrameUpdateDamageOverlay+1f3
CameraManager:FrameUpdateDamageOverlay+58: 48 8B 86 98 00 00 00           - mov rax,[rsi+00000098]
CameraManager:FrameUpdateDamageOverlay+5f: 48 8B C8                       - mov rcx,rax
CameraManager:FrameUpdateDamageOverlay+62: 83 39 00                       - cmp dword ptr [rcx],00
CameraManager:FrameUpdateDamageOverlay+65: 48 8B B8 68 01 00 00           - mov rdi,[rax+00000168]
CameraManager:FrameUpdateDamageOverlay+6c: F3 0F 10 05 9C 01 00 00        - movss xmm0,[CameraManager:FrameUpdateDamageOverlay+210]
CameraManager:FrameUpdateDamageOverlay+74: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
CameraManager:FrameUpdateDamageOverlay+78: 83 3F 00                       - cmp dword ptr [rdi],00
// ---------- INJECTING HERE ----------
CameraManager:FrameUpdateDamageOverlay+7b: F3 0F 10 8F FC 01 00 00        - movss xmm1,[rdi+000001FC]
// ---------- DONE INJECTING  ----------
CameraManager:FrameUpdateDamageOverlay+83: F3 0F 5A C9                    - cvtss2sd xmm1,xmm1
CameraManager:FrameUpdateDamageOverlay+87: F2 0F 5A E9                    - cvtsd2ss xmm5,xmm1
CameraManager:FrameUpdateDamageOverlay+8b: F3 0F 11 6D EC                 - movss [rbp-14],xmm5
CameraManager:FrameUpdateDamageOverlay+90: F3 0F 10 4D EC                 - movss xmm1,[rbp-14]
CameraManager:FrameUpdateDamageOverlay+95: F3 0F 5A C9                    - cvtss2sd xmm1,xmm1
CameraManager:FrameUpdateDamageOverlay+99: F3 0F 10 97 18 02 00 00        - movss xmm2,[rdi+00000218]
CameraManager:FrameUpdateDamageOverlay+a1: F3 0F 5A D2                    - cvtss2sd xmm2,xmm2
CameraManager:FrameUpdateDamageOverlay+a5: F2 0F 5E CA                    - divsd xmm1,xmm2
CameraManager:FrameUpdateDamageOverlay+a9: F3 0F 10 96 08 01 00 00        - movss xmm2,[rsi+00000108]
CameraManager:FrameUpdateDamageOverlay+b1: F3 0F 5A D2                    - cvtss2sd xmm2,xmm2
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"当前生命值"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>1FC</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>74</ID>
          <Description>"当前魔法值"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>200</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>75</ID>
          <Description>"最大生命值"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>218</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>76</ID>
          <Description>"最大魔法值"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>21C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>77</ID>
          <Description>"攻击伤害"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>210</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>11</ID>
          <Description>"技能强度"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>214</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>12</ID>
          <Description>"生命恢复"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>220</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>13</ID>
          <Description>"魔法恢复"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>224</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>78</ID>
          <Description>"等级"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>BC</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>19</ID>
          <Description>" 移动速度百分比"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>23C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>14</ID>
          <Description>"来自属性的攻击速度百分比"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>228</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>79</ID>
          <Description>"当前护盾值"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>20C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>15</ID>
          <Description>"暴击增幅"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>22C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>16</ID>
          <Description>"暴击几率"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>230</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>17</ID>
          <Description>"韧性"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>234</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>18</ID>
          <Description>"技能急速"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>238</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>80</ID>
          <Description>"区域触发是否禁用 "</Description>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>8 Bytes</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>204</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>81</ID>
          <Description>" 幻象皮肤初始量"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>208</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>20</ID>
          <Description>"火焰效果增幅"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>240</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>21</ID>
          <Description>"寒冷效果增幅"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>244</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>22</ID>
          <Description>"光明效果增幅"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>248</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>23</ID>
          <Description>"黑暗效果增幅"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>24C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>24</ID>
          <Description>"来自属性的护甲"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>250</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>25</ID>
          <Description>"基础效果"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>254</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>26</ID>
          <Description>"总减速效果"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>258</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>27</ID>
          <Description>"总加速效果"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>25C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>29</ID>
          <Description>"总致残效果"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>264</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>30</ID>
          <Description>" 总护甲"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>268</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>31</ID>
          <Description>"状态信息脏标志"</Description>
          <VariableType>Byte</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>26C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>32</ID>
          <Description>"上次护盾刷新时刻"</Description>
          <VariableType>Float</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>270</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>33</ID>
          <Description>"拥有寒冷效果"</Description>
          <VariableType>Byte</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>274</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>34</ID>
          <Description>"火焰层数"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>278</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>35</ID>
          <Description>"光明层数"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>27C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>36</ID>
          <Description>"黑暗层数"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>zt</Address>
          <Offsets>
            <Offset>280</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>39</ID>
      <Description>"角色状态货币      (首次一定要进入地图在打开)"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Shape of Dreams.exe
  Version: 
  Date   : 2025-09-11
  Author : B站  鸣叶月
  UID：510138740
  This script does blah blah blah
}

[ENABLE]
define(Currency,UI_EntityGold:GetValue+b9)
alloc(newmem,$100,Currency)
alloc(player,20)
registersymbol(player)
label(code)
label(return)

newmem:
  mov [player],rax
code:
  movsxd  rax,dword ptr [rax+00000228]
  jmp return

Currency:
  jmp newmem
  nop 2
return:
registersymbol(Currency)

[DISABLE]

Currency:
  db 48 63 80 28 02 00 00

unregistersymbol(Currency)
dealloc(newmem)

dealloc(player)
unregistersymbol(player)
{
// ORIGINAL CODE - INJECTION POINT: UI_EntityGold:GetValue+b9

UI_EntityGold:GetValue+93: 48 8B C8                       - mov rcx,rax
UI_EntityGold:GetValue+96: 83 39 00                       - cmp dword ptr [rcx],00
UI_EntityGold:GetValue+99: 48 8B 40 18                    - mov rax,[rax+18]
UI_EntityGold:GetValue+9d: 48 8B C8                       - mov rcx,rax
UI_EntityGold:GetValue+a0: 83 38 00                       - cmp dword ptr [rax],00
UI_EntityGold:GetValue+a3: 66 66 90                       - nop 3
UI_EntityGold:GetValue+a6: 49 BB B0 5C B4 04 BA 01 00 00  - mov r11,Entity:get_owner
UI_EntityGold:GetValue+b0: 41 FF D3                       - call r11
UI_EntityGold:GetValue+b3: 48 8B C8                       - mov rcx,rax
UI_EntityGold:GetValue+b6: 83 39 00                       - cmp dword ptr [rcx],00
// ---------- INJECTING HERE ----------
UI_EntityGold:GetValue+b9: 48 63 80 28 02 00 00           - movsxd  rax,dword ptr [rax+00000228]
// ---------- DONE INJECTING  ----------
UI_EntityGold:GetValue+c0: F3 0F 2A C0                    - cvtsi2ss xmm0,eax
UI_EntityGold:GetValue+c4: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
UI_EntityGold:GetValue+c8: F2 0F 5A C0                    - cvtsd2ss xmm0,xmm0
UI_EntityGold:GetValue+cc: 48 8B 75 F8                    - mov rsi,[rbp-08]
UI_EntityGold:GetValue+d0: 48 8D 65 00                    - lea rsp,[rbp+00]
UI_EntityGold:GetValue+d4: 5D                             - pop rbp
UI_EntityGold:GetValue+d5: C3                             - ret 
1BA048C3366: 00 00                          - add [rax],al
1BA048C3368: 01 04 02                       - add [rdx+rax],eax
1BA048C336B: 05 04 03 01 50                 - add eax,50010304
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>41</ID>
          <Description>"金币"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>228</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>42</ID>
          <Description>"梦尘"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>22C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>43</ID>
          <Description>"白金硬币"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>230</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>82</ID>
          <Description>"净化返还倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>234</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>83</ID>
          <Description>"分解梦境之尘倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>238</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>84</ID>
          <Description>"分解技能梦境之尘倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>23C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>85</ID>
          <Description>"分解宝石梦境之尘倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>240</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>86</ID>
          <Description>"出售价格倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>244</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>87</ID>
          <Description>"购买价格倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>248</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>88</ID>
          <Description>"商店已添加物品"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>24C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>89</ID>
          <Description>"药水掉落几率倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>250</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>90</ID>
          <Description>"双倍混乱几率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>254</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>95</ID>
          <Description>"怪物击杀金币倍率"</Description>
          <VariableType>Float</VariableType>
          <Address>player</Address>
          <Offsets>
            <Offset>270</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>54</ID>
      <Description>"无cd       (首次一定要进入地图在打开)"</Description>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Shape of Dreams.exe
  Version: 
  Date   : 2025-09-11
  Author : B站  鸣叶月
  UID：510138740
  This script does blah blah blah
}

[ENABLE]
define(SkillCD,AbilityTrigger:SetCooldownTime+16)
alloc(newmem,$100,SkillCD)

label(code)
label(return)

newmem:
  xorps xmm2,xmm2
code:
  movss [rbp-18],xmm2
  jmp return

SkillCD:
  jmp newmem
return:
registersymbol(SkillCD)

[DISABLE]

SkillCD:
  db F3 0F 11 55 E8

unregistersymbol(SkillCD)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: AbilityTrigger:SetCooldownTime+16

14104F7499A: 00 00                          - add [rax],al
14104F7499C: 00 00                          - add [rax],al
14104F7499E: 00 00                          - add [rax],al
AbilityTrigger:SetCooldownTime: 55                             - push rbp
AbilityTrigger:SetCooldownTime+1: 48 8B EC                       - mov rbp,rsp
AbilityTrigger:SetCooldownTime+4: 48 83 EC 50                    - sub rsp,50
AbilityTrigger:SetCooldownTime+8: 48 89 7D F0                    - mov [rbp-10],rdi
AbilityTrigger:SetCooldownTime+c: 4C 89 7D F8                    - mov [rbp-08],r15
AbilityTrigger:SetCooldownTime+10: 4C 8B F9                       - mov r15,rcx
AbilityTrigger:SetCooldownTime+13: 48 8B FA                       - mov rdi,rdx
// ---------- INJECTING HERE ----------
AbilityTrigger:SetCooldownTime+16: F3 0F 11 55 E8                 - movss [rbp-18],xmm2
// ---------- DONE INJECTING  ----------
AbilityTrigger:SetCooldownTime+1b: 4C 89 4D E0                    - mov [rbp-20],r9
AbilityTrigger:SetCooldownTime+1f: 48 B8 B9 8C 91 54 42 01 00 00  - mov rax,0000014254918CB9
AbilityTrigger:SetCooldownTime+29: 0F B6 00                       - movzx eax,byte ptr [rax]
AbilityTrigger:SetCooldownTime+2c: 85 C0                          - test eax,eax
AbilityTrigger:SetCooldownTime+2e: 75 20                          - jne AbilityTrigger:SetCooldownTime+50
AbilityTrigger:SetCooldownTime+30: 48 B9 00 A0 EC A6 42 01 00 00  - mov rcx,00000142A6ECA000
AbilityTrigger:SetCooldownTime+3a: 48 8D 6D 00                    - lea rbp,[rbp+00]
AbilityTrigger:SetCooldownTime+3e: 49 BB EB 29 3D FB 40 01 00 00  - mov r11,00000140FB3D29EB
AbilityTrigger:SetCooldownTime+48: 41 FF D3                       - call r11
AbilityTrigger:SetCooldownTime+4b: E9 93 00 00 00                 - jmp AbilityTrigger:SetCooldownTime+e3
}
</AssemblerScript>
    </CheatEntry>
    <CheatEntry>
      <ID>57</ID>
      <Description>"游戏数据"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Shape of Dreams.exe
  Version: 
  Date   : 2025-09-11
  Author : B站  鸣叶月
  UID：510138740
  This script does blah blah blah
}

[ENABLE]
define(stardust,UI_PlayerStardust:GetValue+a8)
alloc(newmem,$100,stardust)
alloc(gamedata,20)
registersymbol(gamedata)
label(code)
label(return)

newmem:
  mov [gamedata],rax
code:
  movsxd  rax,dword ptr [rax+00000158]
  jmp return

stardust:
  jmp newmem
  nop 2
return:
registersymbol(stardust)

[DISABLE]

stardust:
  db 48 63 80 58 01 00 00

unregistersymbol(stardust)
dealloc(newmem)

dealloc(gamedata)
unregistersymbol(gamedata)
{
// ORIGINAL CODE - INJECTION POINT: UI_PlayerStardust:GetValue+a8

UI_PlayerStardust:GetValue+7a: E9 3C 00 00 00                 - jmp UI_PlayerStardust:GetValue+bb
UI_PlayerStardust:GetValue+7f: 48 B8 C8 CE 45 3D 41 01 00 00  - mov rax,000001413D45CEC8
UI_PlayerStardust:GetValue+89: 48 8B 00                       - mov rax,[rax]
UI_PlayerStardust:GetValue+8c: 48 85 C0                       - test rax,rax
UI_PlayerStardust:GetValue+8f: 75 0A                          - jne UI_PlayerStardust:GetValue+9b
UI_PlayerStardust:GetValue+91: 66 0F 57 C0                    - xorpd xmm0,xmm0
UI_PlayerStardust:GetValue+95: F2 0F 5A C0                    - cvtsd2ss xmm0,xmm0
UI_PlayerStardust:GetValue+99: EB 20                          - jmp UI_PlayerStardust:GetValue+bb
UI_PlayerStardust:GetValue+9b: 48 B8 C8 CE 45 3D 41 01 00 00  - mov rax,000001413D45CEC8
UI_PlayerStardust:GetValue+a5: 48 8B 00                       - mov rax,[rax]
// ---------- INJECTING HERE ----------
UI_PlayerStardust:GetValue+a8: 48 63 80 58 01 00 00           - movsxd  rax,dword ptr [rax+00000158]
// ---------- DONE INJECTING  ----------
UI_PlayerStardust:GetValue+af: F3 0F 2A C0                    - cvtsi2ss xmm0,eax
UI_PlayerStardust:GetValue+b3: F3 0F 5A C0                    - cvtss2sd xmm0,xmm0
UI_PlayerStardust:GetValue+b7: F2 0F 5A C0                    - cvtsd2ss xmm0,xmm0
UI_PlayerStardust:GetValue+bb: 48 8B 75 F8                    - mov rsi,[rbp-08]
UI_PlayerStardust:GetValue+bf: 48 8D 65 00                    - lea rsp,[rbp+00]
UI_PlayerStardust:GetValue+c3: 5D                             - pop rbp
UI_PlayerStardust:GetValue+c4: C3                             - ret 
1425FBFC8C5: 00 00                          - add [rax],al
1425FBFC8C7: 00 01                          - add [rcx],al
1425FBFC8C9: 04 02                          - add al,02
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>58</ID>
          <Description>"星之尘"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>gamedata</Address>
          <Offsets>
            <Offset>158</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>59</ID>
          <Description>"剩余重roll次数"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>gamedata</Address>
          <Offsets>
            <Offset>16C</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>96</ID>
      <Description>"精通"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Shape of Dreams.exe
  Version:
  Date   : 2025-09-16
  Author : ??

  This script does blah blah blah
}

[ENABLE]
define(INJECT,UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+10a)
alloc(newmem,$100)
alloc(mlevel,20)
registersymbol(mlevel)
label(code)
label(return)

newmem:

code:
  mov [mlevel],rcx
  mov rcx,[rcx+18]
  sub rax,rcx
  mov [rbp-00000100],rax
  jmp return

INJECT:
  jmp far newmem
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 48 8B 49 18 48 2B C1 48 89 85 00 FF FF FF

unregistersymbol(INJECT)
dealloc(newmem)
dealloc(mlevel)
unregistersymbol(mlevel)
{
// ORIGINAL CODE - INJECTION POINT: UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+10a

UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+cc: 48 BA 40 31 5F DE 6C 02 00 00  - mov rdx,0000026CDE5F3140
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+d6: 49 BB 00 73 CD 7F 6C 02 00 00  - mov r11,System.Int64:ToString
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+e0: 41 FF D3                       - call r11
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+e3: 48 89 85 18 FF FF FF           - mov [rbp-000000E8],rax
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+ea: 48 8B 85 28 FF FF FF           - mov rax,[rbp-000000D8]
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+f1: 48 63 48 10                    - movsxd  rcx,dword ptr [rax+10]
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+f5: 90                             - nop
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+f6: 49 BB A0 87 A4 7F 6C 02 00 00  - mov r11,Dew:GetRequiredMasteryPointsToLevelUp
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+100: 41 FF D3                       - call r11
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+103: 48 8B 8D 28 FF FF FF           - mov rcx,[rbp-000000D8]
// ---------- INJECTING HERE ----------
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+10a: 48 8B 49 18                    - mov rcx,[rcx+18]
// ---------- DONE INJECTING  ----------
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+10e: 48 2B C1                       - sub rax,rcx
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+111: 48 89 85 00 FF FF FF           - mov [rbp-00000100],rax
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+118: 48 8B CD                       - mov rcx,rbp
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+11b: 48 81 C1 00 FF FF FF           - add rcx,FFFFFFFFFFFFFF00
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+122: 48 BA 40 31 5F DE 6C 02 00 00  - mov rdx,0000026CDE5F3140
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+12c: 66 90                          - nop 2
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+12e: 49 BB 00 73 CD 7F 6C 02 00 00  - mov r11,System.Int64:ToString
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+138: 41 FF D3                       - call r11
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+13b: 48 89 85 10 FF FF FF           - mov [rbp-000000F0],rax
UI_Lobby_SelectedHeroInfo_Mastery:ShowTooltip+142: 48 8B 8D 28 FF FF FF           - mov rcx,[rbp-000000D8]
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>97</ID>
          <Description>"鼠标放入精通经验条刷新地址"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>98</ID>
          <Description>"等级经验设置好，进游戏，退出来就刷新好了"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>69</ID>
          <Description>"精通等级"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>mlevel</Address>
          <Offsets>
            <Offset>10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>70</ID>
          <Description>"当前精通点数"</Description>
          <VariableType>8 Bytes</VariableType>
          <Address>mlevel</Address>
          <Offsets>
            <Offset>18</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>71</ID>
          <Description>"总精通点数"</Description>
          <VariableType>8 Bytes</VariableType>
          <Address>mlevel</Address>
          <Offsets>
            <Offset>20</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
    <CheatEntry>
      <ID>1</ID>
      <Description>"视角相关"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : Shape of Dreams.exe
  Version: 
  Date   : 2025-09-18
  Author : B站  鸣叶月
  UID：510138740
  This script does blah blah blah
}

[ENABLE]
define(INJECT,CameraManager:GetFollowOffsetTarget)
alloc(newmem,$1000,INJECT)
alloc(zoomStepsID,8)
registersymbol(zoomStepsID)
label(code)
label(return)

newmem:
  mov [zoomStepsID],rcx
code:
  push rbp
  mov rbp,rsp
  sub rsp,00000200
  jmp return

INJECT:
  jmp newmem
  nop 6
return:
registersymbol(INJECT)

[DISABLE]

INJECT:
  db 55 48 8B EC 48 81 EC 00 02 00 00

unregistersymbol(INJECT)
dealloc(newmem)
dealloc(zoomStepsID)
unregistersymbol(zoomStepsID)
{
// ORIGINAL CODE - INJECTION POINT: CameraManager:GetFollowOffsetTarget

1A910E7BA18: 01 04 02                       - add [rdx+rax],eax
1A910E7BA1B: 05 04 03 01 50                 - add eax,50010304
1A910E7BA20: 00 00                          - add [rax],al
1A910E7BA22: 00 00                          - add [rax],al
1A910E7BA24: 00 00                          - add [rax],al
1A910E7BA26: 00 00                          - add [rax],al
1A910E7BA28: 00 00                          - add [rax],al
1A910E7BA2A: 00 00                          - add [rax],al
1A910E7BA2C: 00 00                          - add [rax],al
1A910E7BA2E: 00 00                          - add [rax],al
// ---------- INJECTING HERE ----------
CameraManager:GetFollowOffsetTarget: 55                             - push rbp
// ---------- DONE INJECTING  ----------
CameraManager:GetFollowOffsetTarget+1: 48 8B EC                       - mov rbp,rsp
CameraManager:GetFollowOffsetTarget+4: 48 81 EC 00 02 00 00           - sub rsp,00000200
CameraManager:GetFollowOffsetTarget+b: 48 89 7D E0                    - mov [rbp-20],rdi
CameraManager:GetFollowOffsetTarget+f: 4C 89 6D E8                    - mov [rbp-18],r13
CameraManager:GetFollowOffsetTarget+13: 4C 89 75 F0                    - mov [rbp-10],r14
CameraManager:GetFollowOffsetTarget+17: 4C 89 7D F8                    - mov [rbp-08],r15
CameraManager:GetFollowOffsetTarget+1b: 48 89 55 D8                    - mov [rbp-28],rdx
CameraManager:GetFollowOffsetTarget+1f: 48 8B F9                       - mov rdi,rcx
CameraManager:GetFollowOffsetTarget+22: C7 85 50 FE FF FF 00 00 00 00  - mov [rbp-000001B0],00000000
CameraManager:GetFollowOffsetTarget+2c: C7 85 54 FE FF FF 00 00 00 00  - mov [rbp-000001AC],00000000
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>10</ID>
          <Description>"当前缩放级别原版0-7，我们可以突破限制，可以设置负数"</Description>
          <VariableType>Auto Assembler Script</VariableType>
          <AssemblerScript>[ENABLE]
//code from here to '[DISABLE]' will be used to enable the cheat


 
 
[DISABLE]
//code from here till the end of the code will be used to disable the cheat
</AssemblerScript>
        </CheatEntry>
        <CheatEntry>
          <ID>3</ID>
          <Description>"当前缩放级别（近大远小）"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>174</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>4</ID>
          <Description>"小额伤害阈值"</Description>
          <VariableType>Float</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>FC</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>5</ID>
          <Description>"小额伤害透明度"</Description>
          <VariableType>Float</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>100</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>6</ID>
          <Description>"大额伤害阈值"</Description>
          <VariableType>Float</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>104</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>7</ID>
          <Description>"大额伤害透明度"</Description>
          <VariableType>Float</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>108</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>8</ID>
          <Description>"实体摄像机角度"</Description>
          <VariableType>Float</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>12C</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>9</ID>
          <Description>"实体摄像机角度旋转"</Description>
          <ShowAsHex>1</ShowAsHex>
          <VariableType>8 Bytes</VariableType>
          <Address>zoomStepsID</Address>
          <Offsets>
            <Offset>130</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
  <UserdefinedSymbols/>
  <Structures StructVersion="2">
    <Structure Name="未命名的结构" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="0" Vartype="Pointer" Bytesize="8" OffsetHex="00000000" DisplayMethod="unsigned integer">
          <Structure Name="CameraManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
              <Element Offset="16" Vartype="Pointer" Bytesize="8" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
              <Element Offset="24" Vartype="Byte" Bytesize="1" OffsetHex="00000018" Description="_didRegisterLogic" DisplayMethod="unsigned integer"/>
              <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="onIsSpectatingChanged" DisplayMethod="unsigned integer"/>
              <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="onFocusedEntityChanged" DisplayMethod="unsigned integer"/>
              <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="bigDamageShake" DisplayMethod="unsigned integer"/>
              <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="smallDamageShake" DisplayMethod="unsigned integer"/>
              <Element Offset="64" Vartype="Pointer" Bytesize="8" OffsetHex="00000040" Description="damageOverlay" DisplayMethod="unsigned integer"/>
              <Element Offset="72" Vartype="Pointer" Bytesize="8" OffsetHex="00000048" Description="selectedEntityCamera" DisplayMethod="unsigned integer"/>
              <Element Offset="80" Vartype="Pointer" Bytesize="8" OffsetHex="00000050" Description="cutsceneTransitionFade" DisplayMethod="unsigned integer"/>
              <Element Offset="88" Vartype="Pointer" Bytesize="8" OffsetHex="00000058" Description="fadeOutVolume" DisplayMethod="unsigned integer"/>
              <Element Offset="96" Vartype="Pointer" Bytesize="8" OffsetHex="00000060" Description="cutsceneSkipButtonObject" DisplayMethod="unsigned integer"/>
              <Element Offset="104" Vartype="Pointer" Bytesize="8" OffsetHex="00000068" Description="cutsceneTopLetterBox" DisplayMethod="unsigned integer"/>
              <Element Offset="112" Vartype="Pointer" Bytesize="8" OffsetHex="00000070" Description="cutsceneBottomLetterBox" DisplayMethod="unsigned integer"/>
              <Element Offset="120" Vartype="Pointer" Bytesize="8" OffsetHex="00000078" Description="_characterPositionsBuffer" DisplayMethod="unsigned integer"/>
              <Element Offset="128" Vartype="Pointer" Bytesize="8" OffsetHex="00000080" Description="_followTransform" DisplayMethod="unsigned integer"/>
              <Element Offset="136" Vartype="Pointer" Bytesize="8" OffsetHex="00000088" Description="_body" DisplayMethod="unsigned integer"/>
              <Element Offset="144" Vartype="Pointer" Bytesize="8" OffsetHex="00000090" Description="_cameraModifiers" DisplayMethod="unsigned integer"/>
              <Element Offset="152" Vartype="Pointer" Bytesize="8" OffsetHex="00000098" Description="&lt;focusedEntity&gt;k__BackingField" DisplayMethod="unsigned integer"/>
              <Element Offset="160" Vartype="Pointer" Bytesize="8" OffsetHex="000000A0" Description="&lt;currentCutsceneDirector&gt;k__BackingField" DisplayMethod="unsigned integer"/>
              <Element Offset="168" Vartype="Pointer" Bytesize="8" OffsetHex="000000A8" Description="_currentObjects" DisplayMethod="unsigned integer"/>
              <Element Offset="176" Vartype="Pointer" Bytesize="8" OffsetHex="000000B0" Description="_currentPositions" DisplayMethod="unsigned integer"/>
              <Element Offset="184" Vartype="Pointer" Bytesize="8" OffsetHex="000000B8" Description="_interactableCache" DisplayMethod="unsigned integer"/>
              <Element Offset="192" Vartype="Float" Bytesize="4" OffsetHex="000000C0" Description="followSmoothTime" DisplayMethod="unsigned integer"/>
              <Element Offset="196" Vartype="Float" Bytesize="4" OffsetHex="000000C4" Description="startSpectatingTime" DisplayMethod="unsigned integer"/>
              <Element Offset="200" Vartype="Float" Bytesize="4" OffsetHex="000000C8" Description="nextSpectateTargetTime" DisplayMethod="unsigned integer"/>
              <Element Offset="204" Vartype="Pointer" Bytesize="8" OffsetHex="000000CC" Description="farZoomBody" DisplayMethod="unsigned integer"/>
              <Element Offset="216" Vartype="Pointer" Bytesize="8" OffsetHex="000000D8" Description="midZoombody" DisplayMethod="unsigned integer"/>
              <Element Offset="228" Vartype="Pointer" Bytesize="8" OffsetHex="000000E4" Description="closeZoomBody" DisplayMethod="unsigned integer"/>
              <Element Offset="240" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000F0" Description="zoomSteps" DisplayMethod="unsigned integer"/>
              <Element Offset="244" Vartype="4 Bytes" Bytesize="4" OffsetHex="000000F4" Description="defaultZoomLevel" DisplayMethod="unsigned integer"/>
              <Element Offset="248" Vartype="Float" Bytesize="4" OffsetHex="000000F8" Description="zoomSmoothTime" DisplayMethod="unsigned integer"/>
              <Element Offset="252" Vartype="Float" Bytesize="4" OffsetHex="000000FC" Description="smallDamageThreshold" DisplayMethod="unsigned integer"/>
              <Element Offset="256" Vartype="Float" Bytesize="4" OffsetHex="00000100" Description="smallDamageAlpha" DisplayMethod="unsigned integer"/>
              <Element Offset="260" Vartype="Float" Bytesize="4" OffsetHex="00000104" Description="bigDamageThreshold" DisplayMethod="unsigned integer"/>
              <Element Offset="264" Vartype="Float" Bytesize="4" OffsetHex="00000108" Description="bigDamageAlpha" DisplayMethod="unsigned integer"/>
              <Element Offset="268" Vartype="Float" Bytesize="4" OffsetHex="0000010C" Description="minAlphaHealthThreshold" DisplayMethod="unsigned integer"/>
              <Element Offset="272" Vartype="Float" Bytesize="4" OffsetHex="00000110" Description="maxAlphaHealthThreshold" DisplayMethod="unsigned integer"/>
              <Element Offset="276" Vartype="Float" Bytesize="4" OffsetHex="00000114" Description="maxAlpha" DisplayMethod="unsigned integer"/>
              <Element Offset="280" Vartype="Float" Bytesize="4" OffsetHex="00000118" Description="damageOverlayDecaySpeed" DisplayMethod="unsigned integer"/>
              <Element Offset="284" Vartype="Float" Bytesize="4" OffsetHex="0000011C" Description="occlusionTestRadius" DisplayMethod="unsigned integer"/>
              <Element Offset="288" Vartype="Float" Bytesize="4" OffsetHex="00000120" Description="cutsceneFadeTime" DisplayMethod="unsigned integer"/>
              <Element Offset="292" Vartype="Float" Bytesize="4" OffsetHex="00000124" Description="genericFadeTime" DisplayMethod="unsigned integer"/>
              <Element Offset="296" Vartype="Byte" Bytesize="1" OffsetHex="00000128" Description="disableSeeThrough" DisplayMethod="unsigned integer"/>
              <Element Offset="297" Vartype="Byte" Bytesize="1" OffsetHex="00000129" Description="&lt;isSpectating&gt;k__BackingField" DisplayMethod="unsigned integer"/>
              <Element Offset="300" Vartype="Float" Bytesize="4" OffsetHex="0000012C" Description="_entityCamAngle" DisplayMethod="unsigned integer"/>
              <Element Offset="304" Vartype="Pointer" Bytesize="8" OffsetHex="00000130" Description="entityCamAngleRotation" DisplayMethod="unsigned integer"/>
              <Element Offset="320" Vartype="Float" Bytesize="4" OffsetHex="00000140" Description="_startSpectateCurrentElapsedTime" DisplayMethod="unsigned integer"/>
              <Element Offset="324" Vartype="Float" Bytesize="4" OffsetHex="00000144" Description="_nextSpectateTargetElapsedTime" DisplayMethod="unsigned integer"/>
              <Element Offset="328" Vartype="Float" Bytesize="4" OffsetHex="00000148" Description="_damageOverlayMinAlpha" DisplayMethod="unsigned integer"/>
              <Element Offset="332" Vartype="Pointer" Bytesize="8" OffsetHex="0000014C" Description="_followCv" DisplayMethod="unsigned integer"/>
              <Element Offset="344" Vartype="Pointer" Bytesize="8" OffsetHex="00000158" Description="_zoomCv" DisplayMethod="unsigned integer"/>
              <Element Offset="356" Vartype="Pointer" Bytesize="8" OffsetHex="00000164" Description="_topLetterBoxSizeDelta" DisplayMethod="unsigned integer"/>
              <Element Offset="364" Vartype="Pointer" Bytesize="8" OffsetHex="0000016C" Description="_bottomLetterBoxSizeDelta" DisplayMethod="unsigned integer"/>
              <Element Offset="372" Vartype="4 Bytes" Bytesize="4" OffsetHex="00000174" Description="&lt;currentZoomIndex&gt;k__BackingField" DisplayMethod="unsigned integer"/>
              <Element Offset="376" Vartype="Byte" Bytesize="1" OffsetHex="00000178" Description="&lt;isPlayingCutscene&gt;k__BackingField" DisplayMethod="unsigned integer"/>
            </Elements>
          </Structure>
        </Element>
        <Element Offset="8" Vartype="4 Bytes" Bytesize="4" RLECount="1022" OffsetHex="00000008" DisplayMethod="unsigned integer"/>
      </Elements>
    </Structure>
    <Structure Name="未命名的结构" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
      <Elements>
        <Element Offset="0" Vartype="Pointer" Bytesize="8" OffsetHex="00000000" DisplayMethod="unsigned integer">
          <Structure Name="CameraManager" AutoFill="0" AutoCreate="1" DefaultHex="0" AutoDestroy="0" DoNotSaveLocal="0" RLECompression="1" AutoCreateStructsize="4096">
            <Elements>
              <Element Offset="16" Vartype="Pointer" Bytesize="8" OffsetHex="00000010" Description="m_CachedPtr" DisplayMethod="unsigned integer"/>
              <Element Offset="24" Vartype="Byte" Bytesize="1" OffsetHex="00000018" Description="_didRegisterLogic" DisplayMethod="unsigned integer"/>
              <Element Offset="32" Vartype="Pointer" Bytesize="8" OffsetHex="00000020" Description="onIsSpectatingChanged" DisplayMethod="unsigned integer"/>
              <Element Offset="40" Vartype="Pointer" Bytesize="8" OffsetHex="00000028" Description="onFocusedEntityChanged" DisplayMethod="unsigned integer"/>
              <Element Offset="48" Vartype="Pointer" Bytesize="8" OffsetHex="00000030" Description="bigDamageShake" DisplayMethod="unsigned integer"/>
              <Element Offset="56" Vartype="Pointer" Bytesize="8" OffsetHex="00000038" Description="smallDamageShake" DisplayMethod="unsigned integer"/>
              <Element Offset="64" Vartype="Pointer" Bytesize="8" OffsetHex="00000040" Description="damageOverlay" DisplayMethod="unsigned integer"/>
              <Element Offset="72" Vartype="Pointer" Bytesize="8" OffsetHex="00000048" Description="selectedEntityCamera" DisplayMethod="unsigned integer"/>
              <Element Offset="80" Vartype="Pointer" Bytesize="8" OffsetHex="00000050" Description="cutsceneTransitionFade" DisplayMethod="unsigned integer"/>
              <Element Offset="88" Vartype="Pointer" Bytesize="8" OffsetHex="00000058" Description="fadeOutVolume" DisplayMethod="unsigned integer"/>
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